3 #include "../gamemode.qh"
5 #define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
6 int autocvar_g_keyhunt_point_leadlimit;
7 bool autocvar_g_keyhunt_team_spawns;
10 REGISTER_MUTATOR(kh, false)
14 if (time > 1) // game loads at time 1
15 error("This is a game type and it cannot be added at runtime.");
18 GameRules_teams(true);
19 GameRules_limit_score(autocvar_g_keyhunt_point_limit);
20 GameRules_limit_lead(autocvar_g_keyhunt_point_leadlimit);
21 if (autocvar_g_keyhunt_team_spawns)
22 have_team_spawns = -1; // request team spawns
25 MUTATOR_ONROLLBACK_OR_REMOVE
27 // we actually cannot roll back kh_Initialize here
28 // BUT: we don't need to! If this gets called, adding always
34 LOG_INFO("This is a game type and it cannot be removed at runtime.");
41 #define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext )
43 // ALL OF THESE should be removed in the future, as other code should not have to care
46 bool kh_tracking_enabled;
49 USING(kh_Think_t, void());
51 void kh_Controller_SetThink(float t, kh_Think_t func);